mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 16:11:31 +11:00
86 lines
2.2 KiB
Plaintext
86 lines
2.2 KiB
Plaintext
|
#version 450
|
||
|
|
||
|
/*
|
||
|
Hyllian's Bevel Shader
|
||
|
|
||
|
Copyright (C) 2011-2014 Hyllian/Jararaca - sergiogdb@gmail.com
|
||
|
|
||
|
This program is free software; you can redistribute it and/or
|
||
|
modify it under the terms of the GNU General Public License
|
||
|
as published by the Free Software Foundation; either version 2
|
||
|
of the License, or (at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program; if not, write to the Free Software
|
||
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||
|
|
||
|
*/
|
||
|
|
||
|
layout(push_constant) uniform Push
|
||
|
{
|
||
|
vec4 SourceSize;
|
||
|
vec4 OriginalSize;
|
||
|
vec4 OutputSize;
|
||
|
uint FrameCount;
|
||
|
float BEVEL_LEVEL;
|
||
|
} params;
|
||
|
|
||
|
#pragma parameter BEVEL_LEVEL "Bevel Level" 0.2 0.0 0.5 0.01
|
||
|
#define BEVEL_LEVEL params.BEVEL_LEVEL
|
||
|
|
||
|
layout(std140, set = 0, binding = 0) uniform UBO
|
||
|
{
|
||
|
mat4 MVP;
|
||
|
} global;
|
||
|
|
||
|
// Constants used with gamma correction.
|
||
|
#define InputGamma 2.4
|
||
|
#define OutputGamma 2.2
|
||
|
|
||
|
#define GAMMA_IN(color) pow(color, vec3(InputGamma, InputGamma, InputGamma))
|
||
|
#define GAMMA_OUT(color) pow(color, vec3(1.0 / OutputGamma, 1.0 / OutputGamma, 1.0 / OutputGamma))
|
||
|
|
||
|
vec3 bevel(vec2 pos, vec3 color)
|
||
|
{
|
||
|
vec3 weight;
|
||
|
|
||
|
float r = sqrt(dot(pos, vec2(1.0)));
|
||
|
|
||
|
vec3 delta = mix(vec3(BEVEL_LEVEL), vec3(1.0-BEVEL_LEVEL), color);
|
||
|
|
||
|
weight = delta*(1-r);
|
||
|
|
||
|
return color+weight;
|
||
|
}
|
||
|
|
||
|
#pragma stage vertex
|
||
|
layout(location = 0) in vec4 Position;
|
||
|
layout(location = 1) in vec2 TexCoord;
|
||
|
layout(location = 0) out vec2 vTexCoord;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
gl_Position = global.MVP * Position;
|
||
|
vTexCoord = TexCoord;
|
||
|
}
|
||
|
|
||
|
#pragma stage fragment
|
||
|
layout(location = 0) in vec2 vTexCoord;
|
||
|
layout(location = 0) out vec4 FragColor;
|
||
|
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||
|
|
||
|
void main()
|
||
|
{
|
||
|
vec2 position = fract(vTexCoord*params.SourceSize.xy);
|
||
|
|
||
|
vec3 color = GAMMA_IN(texture(Source, vTexCoord).rgb);
|
||
|
|
||
|
color = clamp(bevel(position, color), 0.0, 1.0);
|
||
|
|
||
|
FragColor = vec4(GAMMA_OUT(color), 1.0);
|
||
|
}
|